// GPU Programming Guide.pdf
//Allocating Memory
// In order to minimize the chance of your application thrashing video memory, the best way to allocate shaders and render targets is:
//1. Allocate render targets first
// Sort the order of allocation by pitch (width * bpp).
// Sort the different pitch groups based on frequency of use. The surfaces that are rendered to most frequently should be allocated first.
// 2. Create vertex and pixel shaders
// 3. Load remaining textures

speedy

06-14-2006, 01:30 PM

@CatAtWork: Thanks, that was quite useful. :)

Now, one must wonder how ppl. cope with dynamic content faced with those limitations.